#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "AppMacros.h"

USING_NS_CC;

AppDelegate::AppDelegate()
{

}

AppDelegate::~AppDelegate()
{
}

bool AppDelegate::applicationDidFinishLaunching()
{
	// initialize director
	CCDirector* pDirector = CCDirector::sharedDirector();
	CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

	pDirector->setOpenGLView(pEGLView);

	// Set the design resolution
	pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);

	CCSize frameSize = pEGLView->getFrameSize();

	// In this demo, we select resource according to the frame's height.
	// If the resource size is different from design resolution size, you need to set contentScaleFactor.
	// We use the ratio of resource's height to the height of design resolution,
	// this can make sure that the resource's height could fit for the height of design resolution.

	// if the frame's height is larger than the height of medium resource size, select large resource.
	if (frameSize.height > mediumResource.size.height)
	{ 
		CCFileUtils::sharedFileUtils()->setResourceDirectory(largeResource.directory);
		pDirector->setContentScaleFactor(largeResource.size.height/designResolutionSize.height);
	}
	// if the frame's height is larger than the height of small resource size, select medium resource.
	else if (frameSize.height > smallResource.size.height)
	{ 
		CCFileUtils::sharedFileUtils()->setResourceDirectory(mediumResource.directory);
		pDirector->setContentScaleFactor(mediumResource.size.height/designResolutionSize.height);
	}
	// if the frame's height is smaller than the height of medium resource size, select small resource.
	else
	{ 
		CCFileUtils::sharedFileUtils()->setResourceDirectory(smallResource.directory);
		pDirector->setContentScaleFactor(smallResource.size.height/designResolutionSize.height);
	}

	// turn on display FPS
	pDirector->setDisplayStats(true);

	// set FPS. the default value is 1.0/60 if you don't call this
	pDirector->setAnimationInterval(1.0 / 60);

	// create a scene. it's an autorelease object
	CCScene *pScene = HelloWorld::scene();

	// run
	pDirector->runWithScene(pScene);

	return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground()
{
    CCDirector::sharedDirector()->pause();

    // if you use SimpleAudioEngine, it must be pause
    // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
    CCDirector::sharedDirector()->resume();
    
    // if you use SimpleAudioEngine, it must resume here
    // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}

void AppDelegate::OnSocketConnect(int nErrCode,CSocketClient* pSocket)
{

}

void AppDelegate::OnSocketRead(CSocketClient* pSocket,void* pDate,unsigned int unDateLen)
{

}

void AppDelegate::OnSocketClose(CSocketClient* pSocket)
{

}